2025/07/18 Update
Added PEPS. Full compile.
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30
_module/nss/xx_pc_4_convers.nss
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30
_module/nss/xx_pc_4_convers.nss
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/*//////////////////////////////////////////////////////////////////////////////
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Script: xx_pc_4_convers
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Programmer: Philos
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////////////////////////////////////////////////////////////////////////////////
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Player OnDialoge event script for PC AI;
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Fires when oCreature has been clicked on for conversation.
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Fires when oCreature hears a shout from another creature.
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If SetListening is FALSE then oCreature will not "hear" anything.
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*///////////////////////////////////////////////////////////////////////////////
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#include "0i_associates"
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void main()
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{
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object oCreature = OBJECT_SELF;
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int nMatch = GetListenPatternNumber();
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object oLastSpeaker = GetLastSpeaker();
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if(AI_DEBUG) ai_Debug("xx_pc_4_convers", "17", GetName(oCreature) + " listens " +
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IntToString(nMatch) + " to " + GetName(oLastSpeaker) + "." +
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" Searching: " + IntToString(GetLocalInt(oCreature, AI_AM_I_SEARCHING)));
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// If we are disabled then we can't listen or talk, Busy is checked in ai_SelectAssociateCommand().
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// Some modules disable the player then talk to them! So it should be ok
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// to keep this remarked out.
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// Some commands override being busy so we check in ai_SelectAssociateCommand.
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if(nMatch != -1)
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{
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if(!GetFactionEqual(oLastSpeaker, oCreature)) return;
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if(!ai_Disabled(oCreature)) ai_SelectAssociateCommand(oCreature, oLastSpeaker, nMatch);
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}
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else BeginConversation("", oLastSpeaker);
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}
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